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With proper sanctions in place, a Player Bounty System can work. The thought of hunting down an enemy player, especially if that player is a convicted griefer, is intoxicating. Moreover, the PBS would work as a lowbie-ganking deterrent.

Rules

If Gankenstein kills more than "x" amount of players that are far under his level (unless Gankenstein is attacked first), then Gankenstein will be placed on the Player Bounty System.

If you accept a bounty mission on Gankenstein and kill him, he will drop all non-soulbound items and gold that is on him. However, being killed will not remove Gankenstein from the PBS. Gankenstein will remain on the PBS for "x" amount of time (depending on the repeated offense).

Other than bringing a griefer to justice and possibly obtaining loot that the griefer drops, there are no rewards. If there must be rewards, it can only be in the form of infamy points that can be used towards titles or aesthetic goods. You can only accept a mission on the same player once per week.

Anyone can accept a mission on the PBS. However, if your faction rating is high enough in that faction's town, NPCs of that town may let you know how long ago they saw the target and/or what direction he or she was heading.

The Player Bounty System is completely optional. You don't have to have anything to do with it...unless you are a griefer.

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I can say the Bounty + prison system in Age of Wushu almost works too well as a deterrent to obscene griefing. I have rarely been straight 'pked'. All the pvp action I see tend to be consensual( different pvp events such as guild escorts / school spying / kidnapping ).

This is a major factor of what I love about AoW. For me this is now a feature that is a must for any future mmo I play.

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Originally posted by mrBurns210

I can say the Bounty + prison system in Age of Wushu almost works too well as a deterrent to obscene griefing. I have rarely been straight 'pk' all the pvp I see tend to be consentual ( different pvp events such as guild escorts / school spying ).

This is a major factor of what I love about AoW. For me this is now a feature that is a must for any future mmo I play.

Oh! I didn't know that AoW had a Player Bounty System. Hmm. I might have to try it out!

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Yes I would. I remember people that ganked in Stranglethorn Bay in wow. I vowed that when I hit max level I would return, and I did. Every few days I would go protect people trying to quest. I got nothing out of it but their gratitude. Often they would say that they had been pondering getting their main but just wanted to play the alt. You never know who is behind that lowbie you save.

Killing alliance in Stranglethorn was the only time I enjoyed teabagging. It was definitely enjoyable to see if they could beat someone that wasn't 40 levels below them. Lots of times they couldn't lol

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Ya def is a good game. It is different and takes time to get used to ( first time I played about an hr hated and logged off). Got back on the next day figured I would take the time and give it a shot. I havent looked back since ( lost myself the entire weekend ingame ). The game is in closed beta but there will be no char wipes going forward. You can try it for free ( when it goes live is will be f2p) . The deluxe package gets you 2 months of vip ( $9 a month for vip overall, i find worth it ) plus a bunch of stuff to help get your char started. If you have any question just as away.

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I played a Bounty Hunter in SWG and absolutely loved the player bounties. It was so rewarding and fun to track down Jedi players and come up with unique ways to ambush them. Some of the most enjoyable evenings I've ever had gaming.

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Originally posted by mrBurns210

I can say the Bounty + prison system in Age of Wushu almost works too well as a deterrent to obscene griefing. I have rarely been straight 'pked'. All the pvp action I see tend to be consensual( different pvp events such as guild escorts / school spying / kidnapping ).

This is a major factor of what I love about AoW. For me this is now a feature that is a must for any future mmo I play.

How does Age of Wushu get around any exploits of the system. Meaning, why wouldn't a friend just kill the perpetrator and collect the bounty and split it with the perpetrator?

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Your proposal has nothing to do with Bounty System. It is a criminal/law system - you get bad karma, you lose stuff upon death.

Agreed, this really isn't about bounties but about a personal grudge someone has with killing low level players. There's no bounty even being presented.

"If Gankenstein kills more than "x" amount of players that are far under his level (unless Gankenstein is attacked first), then Gankenstein will be placed on the Player Bounty System."

This proposal doesn't describe anything different from the standard criminal system UO, L2 and many others have used for a decade.

There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein

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Originally posted by Sovrath

Originally posted by mrBurns210

I can say the Bounty + prison system in Age of Wushu almost works too well as a deterrent to obscene griefing. I have rarely been straight 'pked'. All the pvp action I see tend to be consensual( different pvp events such as guild escorts / school spying / kidnapping ).

This is a major factor of what I love about AoW. For me this is now a feature that is a must for any future mmo I play.

How does Age of Wushu get around any exploits of the system. Meaning, why wouldn't a friend just kill the perpetrator and collect the bounty and split it with the perpetrator?

That happens but I dont consider it an exploit as I do 'crooked cops'. The prison system itself is pretty 'harsh' it doesnt cost a lot to send a player to jail for a long period. jail player has to be online for the jail time to be counted ( so much evil done by a player, he/she could face a beheading which he/she will suffer from a major debuff for 1 day I think)

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Your proposal has nothing to do with Bounty System. It is a criminal/law system - you get bad karma, you lose stuff upon death.

Players commit crimes. Bounty Missions are placed on those who commit crimes. Bounty Hunters hunt down these criminals. How is this not a Bounty System?

There is a big difference than just making a target of anyone who griefs, e.g., making a griefers name in red for anyone to attack on sight. Accepting a mission and purposely hunting the target is much more personal and rewarding. IMO, it adds more purpose to play... which is something most modern games lack.

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That feeling when you accomplished being the second jedi on a server, only to realize that you were to be hunted by every damn bounty hunter for not being first.

I was in that boat, too. I had an extremely early unlock on Eclipse server (probably in first 5 after completing my 27th profession ;/). I was being hunted like a dog. So fun.

It was even dirtier when both of us had bounty hunters with triple sliced scatter pistols. We were frenemies, we would assist each other with other bounty hunters, but if we were ever caught idle, it was fair game.

The bounty system in Wizardry Online is a great complement to the criminal system. It's kind of weak on its own but it's a powerful addition to the overall mechanics of keeping PKing from getting rampant. Another good system is the EVE Online bounty hunting system.

There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein